IW4-Dump-Files/maps/mp/killstreaks/_airstrike.gsc

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#include maps\mp\_utility;
#include maps\mp\killstreaks\_harrier;
#include maps\mp\gametypes\_hud_util;
#include common_scripts\utility;
init()
{
precacheLocationSelector( "map_artillery_selector" );
precacheString( &"MP_WAR_AIRSTRIKE_INBOUND_NEAR_YOUR_POSITION" );
precacheString( &"MP_WAR_AIRSTRIKE_INBOUND" );
precacheString( &"MP_CIVILIAN_AIR_TRAFFIC" );
precacheString( &"MP_AIR_SPACE_TOO_CROWDED" );
precacheItem( "stealth_bomb_mp" );
precacheItem( "artillery_mp" );
precacheItem("harrier_missile_mp");
precacheModel( "vehicle_av8b_harrier_jet_mp" );
precacheModel( "vehicle_av8b_harrier_jet_opfor_mp" );
precacheModel( "weapon_minigun" );
precacheModel( "vehicle_b2_bomber" );
PrecacheVehicle( "harrier_mp" );
precacheTurret( "harrier_FFAR_mp" );
PrecacheMiniMapIcon( "compass_objpoint_airstrike_friendly" );
PrecacheMiniMapIcon( "compass_objpoint_airstrike_busy" );
PrecacheMiniMapIcon( "compass_objpoint_b2_airstrike_friendly" );
PrecacheMiniMapIcon( "compass_objpoint_b2_airstrike_enemy" );
PrecacheMiniMapIcon( "hud_minimap_harrier_green" );
PrecacheMiniMapIcon( "hud_minimap_harrier_red" );
level.onfirefx = loadfx ("fire/fire_smoke_trail_L");
level.airstrikefx = loadfx ("explosions/clusterbomb");
level.mortareffect = loadfx ("explosions/artilleryExp_dirt_brown");
level.bombstrike = loadfx ("explosions/wall_explosion_pm_a");
level.stealthbombfx = loadfx ("explosions/stealth_bomb_mp");
level.airplane = [];
level.harriers = [];
level.planes = 0;
level.harrier_smoke = loadfx("fire/jet_afterburner_harrier_damaged");
level.harrier_deathfx = loadfx ("explosions/aerial_explosion_harrier");
level.harrier_afterburnerfx = loadfx ("fire/jet_afterburner_harrier");
level.fx_airstrike_afterburner = loadfx ("fire/jet_afterburner");
level.fx_airstrike_contrail = loadfx ("smoke/jet_contrail");
// airstrike danger area is the circle of radius artilleryDangerMaxRadius
// stretched by a factor of artilleryDangerOvalScale in the direction of the incoming airstrike,
// moved by artilleryDangerForwardPush * artilleryDangerMaxRadius in the same direction.
// use scr_Airstrikedebug to visualize.
level.dangerMaxRadius["stealth"] = 900;
level.dangerMinRadius["stealth"] = 750;
level.dangerForwardPush["stealth"] = 1;
level.dangerOvalScale["stealth"] = 6.0;
level.dangerMaxRadius["default"] = 550;
level.dangerMinRadius["default"] = 300;
level.dangerForwardPush["default"] = 1.5;
level.dangerOvalScale["default"] = 6.0;
level.dangerMaxRadius["precision"] = 550;
level.dangerMinRadius["precision"] = 300;
level.dangerForwardPush["precision"] = 2.0;
level.dangerOvalScale["precision"] = 6.0;
level.dangerMaxRadius["harrier"] = 550;
level.dangerMinRadius["harrier"] = 300;
level.dangerForwardPush["harrier"] = 1.5;
level.dangerOvalScale["harrier"] = 6.0;
level.artilleryDangerCenters = [];
level.killStreakFuncs["airstrike"] = ::tryUseAirstrike;
level.killStreakFuncs["precision_airstrike"] = ::tryUsePrecisionAirstrike;
level.killStreakFuncs["super_airstrike"] = ::tryUseSuperAirstrike;
level.killStreakFuncs["harrier_airstrike"] = ::tryUseHarrierAirstrike;
level.killStreakFuncs["stealth_airstrike"] = ::tryUseStealthAirstrike;
}
tryUsePrecisionAirstrike( lifeId )
{
return tryUseAirstrike( lifeId, "precision" );
}
tryUseStealthAirstrike( lifeId )
{
return tryUseAirstrike( lifeId, "stealth" );
}
tryUseSuperAirstrike( lifeId )
{
return tryUseAirstrike( lifeId, "super" );
}
tryUseHarrierAirstrike( lifeId )
{
return tryUseAirstrike( lifeId, "harrier" );
}
tryUseAirstrike( lifeId, airStrikeType )
{
if ( isDefined( level.civilianJetFlyBy ) )
{
self iPrintLnBold( &"MP_CIVILIAN_AIR_TRAFFIC" );
return false;
}
if ( self isUsingRemote() )
{
return false;
}
if ( !isDefined( airStrikeType ) )
airStrikeType = "none";
switch( airStrikeType )
{
case "precision":
break;
case "stealth":
break;
case "harrier":
if ( level.planes > 1 )
{
self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" );
return false;
}
break;
case "super":
break;
}
result = self selectAirstrikeLocation( lifeId, airStrikeType );
if ( !isDefined( result ) || !result )
return false;
return true;
}
doAirstrike( lifeId, origin, yaw, owner, team )
{
assert( isDefined( origin ) );
assert( isDefined( yaw ) );
if ( isDefined( self.airStrikeType ) )
airstrikeType = self.airStrikeType;
else
airstrikeType = "default";
if ( airStrikeType == "harrier" )
level.planes++;
if ( isDefined( level.airstrikeInProgress ) )
{
while ( isDefined( level.airstrikeInProgress ) )
level waittill ( "begin_airstrike" );
level.airstrikeInProgress = true;
wait ( 2.0 );
}
if ( !isDefined( owner ) )
{
if ( airStrikeType == "harrier" )
level.planes--;
return;
}
level.airstrikeInProgress = true;
num = 17 + randomint(3);
trace = bullettrace(origin, origin + (0,0,-1000000), false, undefined);
targetpos = trace["position"];
if ( level.teambased )
{
players = level.players;
for ( i = 0; i < level.players.size; i++ )
{
player = level.players[i];
playerteam = player.pers["team"];
if ( isdefined( playerteam ) )
{
if ( playerteam == team && self.airStrikeType != "stealth" )
player iprintln( &"MP_WAR_AIRSTRIKE_INBOUND", owner );
}
}
}
else
{
if ( !level.hardcoreMode )
{
if ( pointIsInAirstrikeArea( owner.origin, targetpos, yaw, airstrikeType ) )
owner iprintlnbold(&"MP_WAR_AIRSTRIKE_INBOUND_NEAR_YOUR_POSITION");
}
}
dangerCenter = spawnstruct();
dangerCenter.origin = targetpos;
dangerCenter.forward = anglesToForward( (0,yaw,0) );
dangerCenter.airstrikeType = airstrikeType;
level.artilleryDangerCenters[ level.artilleryDangerCenters.size ] = dangerCenter;
/# level thread debugArtilleryDangerCenters( airstrikeType ); #/
harrierEnt = callStrike( lifeId, owner, targetpos, yaw );
wait( 1.0 );
level.airstrikeInProgress = undefined;
owner notify ( "begin_airstrike" );
level notify ( "begin_airstrike" );
wait 7.5;
found = false;
newarray = [];
for ( i = 0; i < level.artilleryDangerCenters.size; i++ )
{
if ( !found && level.artilleryDangerCenters[i].origin == targetpos )
{
found = true;
continue;
}
newarray[ newarray.size ] = level.artilleryDangerCenters[i];
}
assert( found );
assert( newarray.size == level.artilleryDangerCenters.size - 1 );
level.artilleryDangerCenters = newarray;
if ( airStrikeType != "harrier" )
return;
while ( isDefined( harrierEnt ) )
wait ( 0.1 );
level.planes--;
}
clearProgress( delay )
{
wait ( 2.0 );
level.airstrikeInProgress = undefined;
}
/#
debugArtilleryDangerCenters( airstrikeType )
{
level notify("debugArtilleryDangerCenters_thread");
level endon("debugArtilleryDangerCenters_thread");
if ( getdvarint("scr_airstrikedebug") != 1 && getdvarint("scr_spawnpointdebug") == 0 )
{
return;
}
while( level.artilleryDangerCenters.size > 0 )
{
for ( i = 0; i < level.artilleryDangerCenters.size; i++ )
{
origin = level.artilleryDangerCenters[i].origin;
forward = level.artilleryDangerCenters[i].forward;
origin += forward * level.dangerForwardPush[airstrikeType] * level.dangerMaxRadius[airstrikeType];
previnnerpos = (0,0,0);
prevouterpos = (0,0,0);
for ( j = 0; j <= 40; j++ )
{
frac = (j * 1.0) / 40;
angle = frac * 360;
dir = anglesToForward((0,angle,0));
forwardPart = vectordot( dir, forward ) * forward;
perpendicularPart = dir - forwardPart;
pos = forwardPart * level.dangerOvalScale[airstrikeType] + perpendicularPart;
innerpos = pos * level.dangerMinRadius[airstrikeType];
innerpos += origin;
outerpos = pos * level.dangerMaxRadius[airstrikeType];
outerpos += origin;
if ( j > 0 )
{
line( innerpos, previnnerpos, (1, 0, 0) );
line( outerpos, prevouterpos, (1,.5,.5) );
}
previnnerpos = innerpos;
prevouterpos = outerpos;
}
}
wait .05;
}
}
#/
getAirstrikeDanger( point )
{
danger = 0;
for ( i = 0; i < level.artilleryDangerCenters.size; i++ )
{
origin = level.artilleryDangerCenters[i].origin;
forward = level.artilleryDangerCenters[i].forward;
airstrikeType = level.artilleryDangerCenters[i].airstrikeType;
danger += getSingleAirstrikeDanger( point, origin, forward, airstrikeType );
}
return danger;
}
getSingleAirstrikeDanger( point, origin, forward, airstrikeType )
{
center = origin + level.dangerForwardPush[airstrikeType] * level.dangerMaxRadius[airstrikeType] * forward;
diff = point - center;
diff = (diff[0], diff[1], 0);
forwardPart = vectorDot( diff, forward ) * forward;
perpendicularPart = diff - forwardPart;
circlePos = perpendicularPart + forwardPart / level.dangerOvalScale[airstrikeType];
/* /#
if ( getdvar("scr_airstrikedebug") == "1" )
{
thread airstrikeLine( center, center + perpendicularPart, (1,1,1), 50 );
thread airstrikeLine( center + perpendicularPart, center + circlePos, (1,1,1), 50 );
thread airstrikeLine( center + circlePos, point, (.5,.5,.5), 50 );
}
#/ */
distsq = lengthSquared( circlePos );
if ( distsq > level.dangerMaxRadius[airstrikeType] * level.dangerMaxRadius[airstrikeType] )
return 0;
if ( distsq < level.dangerMinRadius[airstrikeType] * level.dangerMinRadius[airstrikeType] )
return 1;
dist = sqrt( distsq );
distFrac = (dist - level.dangerMinRadius[airstrikeType]) / (level.dangerMaxRadius[airstrikeType] - level.dangerMinRadius[airstrikeType]);
assertEx( distFrac >= 0 && distFrac <= 1, distFrac );
return 1 - distFrac;
}
pointIsInAirstrikeArea( point, targetpos, yaw, airstrikeType )
{
return distance2d( point, targetpos ) <= level.dangerMaxRadius[airstrikeType] * 1.25;
// TODO
//return getSingleAirstrikeDanger( point, targetpos, yaw ) > 0;
}
losRadiusDamage( pos, radius, max, min, owner, eInflictor, sWeapon )
{
ents = maps\mp\gametypes\_weapons::getDamageableEnts(pos, radius, true);
glassRadiusDamage( pos, radius, max, min );
for (i = 0; i < ents.size; i++)
{
if (ents[i].entity == self)
continue;
dist = distance(pos, ents[i].damageCenter);
if ( ents[i].isPlayer || ( isDefined( ents[i].isSentry ) && ents[i].isSentry ) )
{
// check if there is a path to this entity 130 units above his feet. if not, they're probably indoors
indoors = !BulletTracePassed( ents[i].entity.origin, ents[i].entity.origin + (0,0,130), false, undefined );
if ( indoors )
{
indoors = !BulletTracePassed( ents[i].entity.origin + (0,0,130), pos + (0,0,130 - 16), false, undefined );
if ( indoors )
{
// give them a distance advantage for being indoors.
dist *= 4;
if ( dist > radius )
continue;
}
}
}
ents[i].damage = int(max + (min-max)*dist/radius);
ents[i].pos = pos;
ents[i].damageOwner = owner;
ents[i].eInflictor = eInflictor;
level.airStrikeDamagedEnts[level.airStrikeDamagedEntsCount] = ents[i];
level.airStrikeDamagedEntsCount++;
}
thread airstrikeDamageEntsThread( sWeapon );
}
airstrikeDamageEntsThread( sWeapon )
{
self notify ( "airstrikeDamageEntsThread" );
self endon ( "airstrikeDamageEntsThread" );
for ( ; level.airstrikeDamagedEntsIndex < level.airstrikeDamagedEntsCount; level.airstrikeDamagedEntsIndex++ )
{
if ( !isDefined( level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] ) )
continue;
ent = level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex];
if ( !isDefined( ent.entity ) )
continue;
if ( !ent.isPlayer || isAlive( ent.entity ) )
{
ent maps\mp\gametypes\_weapons::damageEnt(
ent.eInflictor, // eInflictor = the entity that causes the damage (e.g. a claymore)
ent.damageOwner, // eAttacker = the player that is attacking
ent.damage, // iDamage = the amount of damage to do
"MOD_PROJECTILE_SPLASH", // sMeansOfDeath = string specifying the method of death (e.g. "MOD_PROJECTILE_SPLASH")
sWeapon, // sWeapon = string specifying the weapon used (e.g. "claymore_mp")
ent.pos, // damagepos = the position damage is coming from
vectornormalize(ent.damageCenter - ent.pos) // damagedir = the direction damage is moving in
);
level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] = undefined;
if ( ent.isPlayer )
wait ( 0.05 );
}
else
{
level.airstrikeDamagedEnts[level.airstrikeDamagedEntsIndex] = undefined;
}
}
}
radiusArtilleryShellshock(pos, radius, maxduration, minduration, team )
{
players = level.players;
foreach ( player in level.players )
{
if ( !isAlive( player ) )
continue;
if ( player.team == team || player.team == "spectator" )
continue;
playerPos = player.origin + (0,0,32);
dist = distance( pos, playerPos );
if ( dist > radius )
continue;
duration = int(maxduration + (minduration-maxduration)*dist/radius);
player thread artilleryShellshock( "default", duration );
}
}
artilleryShellshock(type, duration)
{
self endon ( "disconnect" );
if (isdefined(self.beingArtilleryShellshocked) && self.beingArtilleryShellshocked)
return;
self.beingArtilleryShellshocked = true;
self shellshock(type, duration);
wait(duration + 1);
self.beingArtilleryShellshocked = false;
}
/#
airstrikeLine( start, end, color, duration )
{
frames = duration * 20;
for ( i = 0; i < frames; i++ )
{
line(start,end,color);
wait .05;
}
}
traceBomb()
{
self endon("death");
prevpos = self.origin;
while(1)
{
thread airstrikeLine( prevpos, self.origin, (.5,1,0), 40 );
prevpos = self.origin;
wait .2;
}
}
#/
doBomberStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, airStrikeType )
{
// plane spawning randomness = up to 125 units, biased towards 0
// radius of bomb damage is 512
if ( !isDefined( owner ) )
return;
startPathRandomness = 100;
endPathRandomness = 150;
pathStart = startPoint + ( (randomfloat(2) - 1)*startPathRandomness, (randomfloat(2) - 1)*startPathRandomness, 0 );
pathEnd = endPoint + ( (randomfloat(2) - 1)*endPathRandomness , (randomfloat(2) - 1)*endPathRandomness , 0 );
// Spawn the planes
plane = spawnplane( owner, "script_model", pathStart, "compass_objpoint_b2_airstrike_friendly", "compass_objpoint_b2_airstrike_enemy" );
plane playLoopSound( "veh_b2_dist_loop" );
plane setModel( "vehicle_b2_bomber" );
plane thread handleEMP( owner );
plane.lifeId = lifeId;
plane.angles = direction;
forward = anglesToForward( direction );
plane moveTo( pathEnd, flyTime, 0, 0 );
thread stealthBomber_killCam( plane, pathEnd, flyTime, airStrikeType );
thread bomberDropBombs( plane, bombsite, owner );
// Delete the plane after its flyby
wait ( flyTime );
plane notify( "delete" );
plane delete();
}
bomberDropBombs( plane, bombSite, owner )
{
while ( !targetIsClose( plane, bombsite, 5000 ) )
wait ( 0.05 );
//playfxontag( level.stealthbombfx, plane, "tag_left_alamo_missile" );
//playfxontag( level.stealthbombfx, plane, "tag_right_alamo_missile" );
showFx = true;
sonicBoom = false;
plane notify ( "start_bombing" );
plane thread playBombFx();
for ( dist = targetGetDist( plane, bombsite ); dist < 5000; dist = targetGetDist( plane, bombsite ) )
{
if ( dist < 1500 && !sonicBoom )
{
plane playSound( "veh_b2_sonic_boom" );
sonicBoom = true;
}
showFx = !showFx;
if ( dist < 4500 )
plane thread callStrike_bomb( plane.origin, owner, (0,0,0), showFx );
wait ( 0.1 );
}
plane notify ( "stop_bombing" );
//stopfxontag( level.stealthbombfx, plane, "tag_left_alamo_missile" );
//stopfxontag( level.stealthbombfx, plane, "tag_right_alamo_missile" );
}
playBombFx()
{
self endon ( "stop_bombing" );
for ( ;; )
{
playFxOnTag( level.stealthbombfx, self, "tag_left_alamo_missile" );
playFxOnTag( level.stealthbombfx, self, "tag_right_alamo_missile" );
wait ( 0.5 );
}
}
stealthBomber_killCam( plane, pathEnd, flyTime, typeOfStrike )
{
plane waittill ( "start_bombing" );
planedir = anglesToForward( plane.angles );
killCamEnt = spawn( "script_model", plane.origin + (0,0,100) - planedir * 200 );
plane.killCamEnt = killCamEnt;
plane.airstrikeType = typeOfStrike;
killCamEnt.startTime = gettime();
killCamEnt thread deleteAfterTime( 15.0 );
killCamEnt linkTo( plane, "tag_origin", (-256,768,768), ( 0,0,0 ) );
}
callStrike_bomb( coord, owner, offset, showFx )
{
if ( !isDefined( owner ) || owner isEMPed() )
{
self notify( "stop_bombing" );
return;
}
accuracyRadius = 512;
randVec = ( 0, randomint( 360 ), 0 );
bombPoint = coord + vector_multiply( anglestoforward( randVec ), randomFloat( accuracyRadius ) );
trace = bulletTrace( bombPoint, bombPoint + (0,0,-10000), false, undefined );
bombPoint = trace["position"];
bombHeight = distance( coord, bombPoint );
if ( bombHeight > 5000 )
return;
wait ( 0.85 * (bombHeight / 2000) );
if ( !isDefined( owner ) || owner isEMPed() )
{
self notify( "stop_bombing" );
return;
}
if ( showFx )
{
playFx( level.mortareffect, bombPoint );
PlayRumbleOnPosition( "grenade_rumble", bombPoint );
earthquake( 1.0, 0.6, bombPoint, 2000 );
}
thread playSoundInSpace( "exp_airstrike_bomb", bombPoint );
radiusArtilleryShellshock( bombPoint, 512, 8, 4, owner.team );
losRadiusDamage( bombPoint + (0,0,16), 896, 300, 50, owner, self, "stealth_bomb_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage
}
doPlaneStrike( lifeId, owner, requiredDeathCount, bombsite, startPoint, endPoint, bombTime, flyTime, direction, typeOfStrike )
{
// plane spawning randomness = up to 125 units, biased towards 0
// radius of bomb damage is 512
if ( !isDefined( owner ) )
return;
startPathRandomness = 100;
endPathRandomness = 150;
pathStart = startPoint + ( (randomfloat(2) - 1)*startPathRandomness, (randomfloat(2) - 1)*startPathRandomness, 0 );
pathEnd = endPoint + ( (randomfloat(2) - 1)*endPathRandomness , (randomfloat(2) - 1)*endPathRandomness , 0 );
// Spawn the planes
if( typeOfStrike == "harrier" )
plane = spawnplane( owner, "script_model", pathStart, "hud_minimap_harrier_green", "hud_minimap_harrier_red" );
else
plane = spawnplane( owner, "script_model", pathStart, "compass_objpoint_airstrike_friendly", "compass_objpoint_airstrike_busy" );
if( typeOfStrike == "harrier" )
{
if ( owner.team == "allies" )
plane setModel( "vehicle_av8b_harrier_jet_mp" );
else
plane setModel( "vehicle_av8b_harrier_jet_opfor_mp" );
}
else
plane setModel( "vehicle_mig29_desert" );
plane playloopsound( "veh_mig29_dist_loop" );
plane thread handleEMP( owner );
plane.lifeId = lifeId;
plane.angles = direction;
forward = anglesToForward( direction );
plane thread playPlaneFx();
plane moveTo( pathEnd, flyTime, 0, 0 );
/#
if ( getdvar("scr_airstrikedebug") == "1" )
thread airstrikeLine( pathStart, pathEnd, (1,1,1), 20 );
#/
//thread callStrike_planeSound( plane, bombsite );
thread callStrike_bombEffect( plane, pathEnd, flyTime, bombTime - 1.0, owner, requiredDeathCount, typeOfStrike );
// Delete the plane after its flyby
wait flyTime;
plane notify( "delete" );
plane delete();
}
callStrike_bombEffect( plane, pathEnd, flyTime, launchTime, owner, requiredDeathCount, typeOfStrike )
{
wait ( launchTime );
if ( !isDefined( owner )|| owner isEMPed() )
return;
plane playSound( "veh_mig29_sonic_boom" );
planedir = anglesToForward( plane.angles );
bomb = spawnbomb( plane.origin, plane.angles );
bomb moveGravity( vector_multiply( anglestoforward( plane.angles ), 7000/1.5 ), 3.0 );
bomb.lifeId = requiredDeathCount;
killCamEnt = spawn( "script_model", plane.origin + (0,0,100) - planedir * 200 );
bomb.killCamEnt = killCamEnt;
bomb.airstrikeType = typeOfStrike;
killCamEnt.startTime = gettime();
killCamEnt thread deleteAfterTime( 15.0 );
killCamEnt.angles = planedir;
killCamEnt moveTo( pathEnd + (0,0,100), flyTime, 0, 0 );
/#
if ( getdvar("scr_airstrikedebug") == "1" )
bomb thread traceBomb();
#/
wait .4;
//plane stoploopsound();
killCamEnt moveTo( killCamEnt.origin + planedir * 4000, 1, 0, 0 );
wait .45;
killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.2)) * 3500, 2, 0, 0 );
wait ( 0.15 );
newBomb = spawn( "script_model", bomb.origin );
newBomb setModel( "tag_origin" );
newBomb.origin = bomb.origin;
newBomb.angles = bomb.angles;
bomb setModel( "tag_origin" );
wait (0.10); // wait two server frames before playing fx
bombOrigin = newBomb.origin;
bombAngles = newBomb.angles;
playfxontag( level.airstrikefx, newBomb, "tag_origin" );
wait .05;
killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.25)) * 2500, 2, 0, 0 );
wait .25;
killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.35)) * 2000, 2, 0, 0 );
wait .2;
killCamEnt moveTo( killCamEnt.origin + (planedir + (0,0,-.45)) * 1500, 2, 0, 0 );
wait ( 0.5 );
repeat = 12;
minAngles = 5;
maxAngles = 55;
angleDiff = (maxAngles - minAngles) / repeat;
hitpos = (0,0,0);
for( i = 0; i < repeat; i++ )
{
traceDir = anglesToForward( bombAngles + (maxAngles-(angleDiff * i),randomInt( 10 )-5,0) );
traceEnd = bombOrigin + vector_multiply( traceDir, 10000 );
trace = bulletTrace( bombOrigin, traceEnd, false, undefined );
traceHit = trace["position"];
hitpos += traceHit;
/#
if ( getdvar("scr_airstrikedebug") == "1" )
thread airstrikeLine( bombOrigin, traceHit, (1,0,0), 40 );
#/
thread losRadiusDamage( traceHit + (0,0,16), 512, 200, 30, owner, bomb, "artillery_mp" ); // targetpos, radius, maxdamage, mindamage, player causing damage, entity that player used to cause damage
if ( i%3 == 0 )
{
thread playsoundinspace( "exp_airstrike_bomb", traceHit );
playRumbleOnPosition( "artillery_rumble", traceHit );
earthquake( 0.7, 0.75, traceHit, 1000 );
}
wait ( 0.05 );
}
hitpos = hitpos / repeat + (0,0,128);
killCamEnt moveto( bomb.killCamEnt.origin * .35 + hitpos * .65, 1.5, 0, .5 );
wait ( 5.0 );
newBomb delete();
bomb delete();
}
spawnbomb( origin, angles )
{
bomb = spawn( "script_model", origin );
bomb.angles = angles;
bomb setModel( "projectile_cbu97_clusterbomb" );
return bomb;
}
deleteAfterTime( time )
{
self endon ( "death" );
wait ( 10.0 );
self delete();
}
playPlaneFx()
{
self endon ( "death" );
wait( 0.5);
playfxontag( level.fx_airstrike_afterburner, self, "tag_engine_right" );
wait( 0.5);
playfxontag( level.fx_airstrike_afterburner, self, "tag_engine_left" );
wait( 0.5);
playfxontag( level.fx_airstrike_contrail, self, "tag_right_wingtip" );
wait( 0.5);
playfxontag( level.fx_airstrike_contrail, self, "tag_left_wingtip" );
}
callStrike( lifeId, owner, coord, yaw )
{
heightEnt = undefined;
planeBombExplodeDistance = 0;
// Get starting and ending point for the plane
direction = ( 0, yaw, 0 );
heightEnt = GetEnt( "airstrikeheight", "targetname" );
if ( self.airStrikeType == "stealth" )
{
thread teamPlayerCardSplash( "used_stealth_airstrike", owner, owner.team );
planeHalfDistance = 12000;
planeFlySpeed = 2000;
if ( !isDefined( heightEnt ) )//old system
{
println( "NO DEFINED AIRSTRIKE HEIGHT SCRIPT_ORIGIN IN LEVEL" );
planeFlyHeight = 950;
planeBombExplodeDistance = 1500;
if ( isdefined( level.airstrikeHeightScale ) )
planeFlyHeight *= level.airstrikeHeightScale;
}
else
{
planeFlyHeight = heightEnt.origin[2];
planeBombExplodeDistance = getExplodeDistance( planeFlyHeight );
}
}
else
{
planeHalfDistance = 24000;
planeFlySpeed = 7000;
if ( !isDefined( heightEnt ) )//old system
{
println( "NO DEFINED AIRSTRIKE HEIGHT SCRIPT_ORIGIN IN LEVEL" );
planeFlyHeight = 850;
planeBombExplodeDistance = 1500;
if ( isdefined( level.airstrikeHeightScale ) )
planeFlyHeight *= level.airstrikeHeightScale;
}
else
{
planeFlyHeight = heightEnt.origin[2];
planeBombExplodeDistance = getExplodeDistance( planeFlyHeight );
}
}
startPoint = coord + vector_multiply( anglestoforward( direction ), -1 * planeHalfDistance );
if ( isDefined( heightEnt ) )// used in the new height system
startPoint *= (1,1,0);
startPoint += ( 0, 0, planeFlyHeight );
if ( self.airStrikeType == "stealth" )
endPoint = coord + vector_multiply( anglestoforward( direction ), planeHalfDistance*4 );
else
endPoint = coord + vector_multiply( anglestoforward( direction ), planeHalfDistance );
if ( isDefined( heightEnt ) )// used in the new height system
endPoint *= (1,1,0);
endPoint += ( 0, 0, planeFlyHeight );
// Make the plane fly by
d = length( startPoint - endPoint );
flyTime = ( d / planeFlySpeed );
// bomb explodes planeBombExplodeDistance after the plane passes the center
d = abs( d/2 + planeBombExplodeDistance );
bombTime = ( d / planeFlySpeed );
assert( flyTime > bombTime );
owner endon("disconnect");
requiredDeathCount = lifeId;
level.airstrikeDamagedEnts = [];
level.airStrikeDamagedEntsCount = 0;
level.airStrikeDamagedEntsIndex = 0;
if ( self.airStrikeType == "harrier" )
{
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, self.airStrikeType );
wait randomfloatrange( 1.5, 2.5 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType );
wait randomfloatrange( 1.5, 2.5 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
harrier = beginHarrier( lifeId, startPoint, coord );
owner thread defendLocation( harrier );
return harrier;
//owner thread harrierMissileStrike( startPoint, coord );
}
else if ( self.airStrikeType == "stealth" )
{
level thread doBomberStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(1000)), endPoint+(0,0,randomInt(1000)), bombTime, flyTime, direction, self.airStrikeType );
}
else //common airstrike
{
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(500)), endPoint+(0,0,randomInt(500)), bombTime, flyTime, direction, self.airStrikeType );
wait randomfloatrange( 1.5, 2.5 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType );
wait randomfloatrange( 1.5, 2.5 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType );
if ( self.airStrikeType == "super" )
{
wait randomfloatrange( 2.5, 3.5 );
maps\mp\gametypes\_hostmigration::waitTillHostMigrationDone();
level thread doPlaneStrike( lifeId, owner, requiredDeathCount, coord, startPoint+(0,0,randomInt(200)), endPoint+(0,0,randomInt(200)), bombTime, flyTime, direction, self.airStrikeType );
}
}
}
getExplodeDistance( height )
{
standardHeight = 850;
standardDistance = 1500;
distanceFrac = standardHeight/height;
newDistance = distanceFrac * standardDistance;
return newDistance;
}
targetGetDist( other, target )
{
infront = targetisinfront( other, target );
if( infront )
dir = 1;
else
dir = -1;
a = flat_origin( other.origin );
b = a+vector_multiply( anglestoforward(flat_angle(other.angles)), (dir*100000) );
point = pointOnSegmentNearestToPoint(a,b, target);
dist = distance(a,point);
return dist;
}
targetisclose(other, target, closeDist)
{
if ( !isDefined( closeDist ) )
closeDist = 3000;
infront = targetisinfront(other, target);
if(infront)
dir = 1;
else
dir = -1;
a = flat_origin(other.origin);
b = a+vector_multiply(anglestoforward(flat_angle(other.angles)), (dir*100000));
point = pointOnSegmentNearestToPoint(a,b, target);
dist = distance(a,point);
if (dist < closeDist)
return true;
else
return false;
}
targetisinfront(other, target)
{
forwardvec = anglestoforward(flat_angle(other.angles));
normalvec = vectorNormalize(flat_origin(target)-other.origin);
dot = vectordot(forwardvec,normalvec);
if(dot > 0)
return true;
else
return false;
}
waitForAirstrikeCancel()
{
self waittill( "cancel_location" );
self setblurforplayer( 0, 0.3 );
}
selectAirstrikeLocation( lifeId, airStrikeType )
{
assert( isDefined( airStrikeType ) );
self.airStrikeType = airStrikeType;
if ( airStrikeType == "precision" || airStrikeType == "stealth" )
chooseDirection = true;
else
chooseDirection = false;
targetSize = level.mapSize / 5.625; // 138 in 720
if ( level.splitscreen )
targetSize *= 1.5;
self beginLocationSelection( "map_artillery_selector", chooseDirection, targetSize );
self.selectingLocation = true;
self setblurforplayer( 4.0, 0.3 );
self thread waitForAirstrikeCancel();
self thread endSelectionOn( "cancel_location" );
self thread endSelectionOn( "death" );
self thread endSelectionOn( "disconnect" );
self thread endSelectionOn( "used" ); // so that this thread doesn't kill itself when we use an airstrike
self thread endSelectionOnGameEnd();
self thread endSelectionOnEMP();
self endon( "stop_location_selection" );
// wait for the selection. randomize the yaw if we're not doing a precision airstrike.
self waittill( "confirm_location", location, directionYaw );
if ( !chooseDirection )
directionYaw = randomint(360);
self setblurforplayer( 0, 0.3 );
if ( airStrikeType == "harrier" && level.planes > 1 )
{
self notify ( "cancel_location" );
self iPrintLnBold( &"MP_AIR_SPACE_TOO_CROWDED" );
return false;
}
self thread finishAirstrikeUsage( lifeId, location, directionYaw );
return true;
}
finishAirstrikeUsage( lifeId, location, directionYaw )
{
self notify( "used" );
// find underside of top of skybox
trace = bullettrace( level.mapCenter + (0,0,1000000), level.mapCenter, false, undefined );
location = (location[0], location[1], trace["position"][2] - 514);
thread doAirstrike( lifeId, location, directionYaw, self, self.pers["team"] );
}
endSelectionOn( waitfor )
{
self endon( "stop_location_selection" );
self waittill( waitfor );
self thread stopAirstrikeLocationSelection( (waitfor == "disconnect") );
}
endSelectionOnGameEnd()
{
self endon( "stop_location_selection" );
level waittill( "game_ended" );
self thread stopAirstrikeLocationSelection( false );
}
endSelectionOnEMP()
{
self endon( "stop_location_selection" );
for ( ;; )
{
level waittill( "emp_update" );
if ( !self isEMPed() )
continue;
self thread stopAirstrikeLocationSelection( false );
return;
}
}
stopAirstrikeLocationSelection( disconnected )
{
if ( !disconnected )
{
self setblurforplayer( 0, 0.3 );
self endLocationSelection();
self.selectingLocation = undefined;
}
self notify( "stop_location_selection" );
}
useAirstrike( lifeId, pos, yaw )
{
}
handleEMP( owner )
{
self endon ( "death" );
if ( owner isEMPed() )
{
playFxOnTag( level.onfirefx, self, "tag_engine_right" );
playFxOnTag( level.onfirefx, self, "tag_engine_left" );
return;
}
for ( ;; )
{
level waittill ( "emp_update" );
if ( !owner isEMPed() )
continue;
playFxOnTag( level.onfirefx, self, "tag_engine_right" );
playFxOnTag( level.onfirefx, self, "tag_engine_left" );
}
}